渲染OpenGL ES 2.0到图像



我正在尝试做一些OpenGL ES 2.0渲染到图像文件,独立于屏幕上显示给用户的渲染。我要渲染的图像与用户屏幕的大小不同。我只需要GL_RGB数据的字节数组。我熟悉glReadPixels,但我不认为它会在这种情况下的技巧,因为我不是从一个已经渲染的用户屏幕。

伪代码:

// Switch rendering to another buffer (framebuffer? renderbuffer?)
// Draw code here
// Save byte array of rendered data GL_RGB to file
// Switch rendering back to user's screen.

如何在不中断用户显示的情况下做到这一点?我不想让用户的屏幕闪烁,在一帧内绘制我想要的信息,glReadPixel-ing,然后让它消失。

同样,我不希望它向用户显示任何内容。这是我的代码。不工作. .我错过什么了吗?

unsigned int canvasFrameBuffer;
bglGenFramebuffers(1, &canvasFrameBuffer);
bglBindFramebuffer(BGL_RENDERBUFFER, canvasFrameBuffer);
unsigned int canvasRenderBuffer;
bglGenRenderbuffers(1, &canvasRenderBuffer);
bglBindRenderbuffer(BGL_RENDERBUFFER, canvasRenderBuffer);
bglRenderbufferStorage(BGL_RENDERBUFFER, BGL_RGBA4, width, height);
bglFramebufferRenderbuffer(BGL_FRAMEBUFFER, BGL_COLOR_ATTACHMENT0, BGL_RENDERBUFFER, canvasRenderBuffer);
unsigned int canvasTexture;
bglGenTextures(1, &canvasTexture);
bglBindTexture(BGL_TEXTURE_2D, canvasTexture);
bglTexImage2D(BGL_TEXTURE_2D, 0, BGL_RGB, width, height, 0, BGL_RGB, BGL_UNSIGNED_BYTE, 0);
bglFramebufferTexture2D(BGL_FRAMEBUFFER, BGL_COLOR_ATTACHMENT0, BGL_TEXTURE_2D, canvasTexture, 0);
Matrix::matrix_t identity;
Matrix::LoadIdentity(&identity);
bglClearColor(1.0f, 1.0f, 1.0f, 1.0f);
bglClear(BGL_COLOR_BUFFER_BIT);
Draw(&identity, &identity, this);
bglFlush();
bglFinish();
byte *buffer = (byte*)Z_Malloc(width * height * 4, ZT_STATIC);
bglReadPixels(0, 0, width, height, BGL_RGB, BGL_UNSIGNED_BYTE, buffer);
SaveTGA("canvas.tga", buffer, width, height);
Z_Free(buffer);
// unbind frame buffer
bglBindRenderbuffer(BGL_RENDERBUFFER, 0);
bglBindFramebuffer(BGL_FRAMEBUFFER, 0);
bglDeleteTextures(1, &canvasTexture);
bglDeleteRenderbuffers(1, &canvasRenderBuffer);
bglDeleteFramebuffers(1, &canvasFrameBuffer);

这是解决方案,对于任何需要它的人:

    // Create framebuffer
unsigned int canvasFrameBuffer;
glGenFramebuffers(1, &canvasFrameBuffer);
glBindFramebuffer(GL_RENDERBUFFER, canvasFrameBuffer);
// Attach renderbuffer
unsigned int canvasRenderBuffer;
glGenRenderbuffers(1, &canvasRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, canvasRenderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, canvasRenderBuffer);
    // Clear the target (optional)
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
    // Draw whatever you want here
char *buffer = (char*)malloc(width * height * 3);
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
SaveTGA("canvas.tga", buffer, width, height); // Your own function to save the image data to a file (in this case, a TGA)
free(buffer);
// unbind frame buffer
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteRenderbuffers(1, &canvasRenderBuffer);
glDeleteFramebuffers(1, &canvasFrameBuffer);

您可以渲染到纹理,读取像素并绘制带有该纹理的四边形(如果您想向用户显示)。它不应该闪烁,但它会明显降低性能。

以iOS为例:

  • OpenGL ES渲染到纹理
  • 读取一个openGL ES纹理到一个原始数组

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